gyrobot said:
Walker was the wrong kind of person to go into Dubai, someone like Strayed from Armored Core would have done it without getting traumatized
They implied that Walker was already mentally unstable from the previous wars he'd fought in, a weakness he covered up with a veneer of steely professionalism.
Personally, I thought Walker was not really an avatar for the player (and that by condemning the former, the game is condemning the latter). The game takes deliberate steps to distance the player from Walker; by around the WP scene, the futility of his mission and his moral delusions (if not his mental delusions) are readily apparent. Granted the guilt tripping elements are present and granted they aren't very effective if the player knows what's coming, but spec ops does other things, so I don't really think that pointing out that spec ops is inconsistent at guilt tripping really means that the game is even close to a thematic failure.
Consider, for instance, that Walker is not so much a player avatar, and not so much a character in his own right, but a representation of the characters from different stories; namely, the typical MMS. Walker is an amalgamation of the characteristics of the lead heroes from other videogames, both the personalities that are typically given them in the script (stoic, determined, doesn't hesitate to do what needs to be done, implicitly patriotic) and imposed upon them by the nature of gameplay-(relentless killer, never turns around, never stops fighting, fighting and big guns solves all problems the character has,) etc. His appearance (white brown-haired military male) his name, and his voice actor all lend to the "everyman" design, though in this case, he's not every man but every videogame hero-man. He is then put into a world where his traits and desires serve him very poorly for a change.
To wit, typically the player's goals, gameplay goals, and player character goals all align in the same direction. If nothing else, Spec ops brings the player's goals out of alignment with the other two (whether this happens as the player plays through the game, or right on the offset because the player knows details about the story already, it still works) ) and then follows up on the ramifications of that setup, which makes for an interesting gameplay experience. In separating the player's mindset from that of the game, Spec ops allows the player to see the narrative and moral traits and conventions that many games (especially shooters) implicitly espouse from an outside perspective, exposing their weaknesses (or at least making you look at them in a way you haven't before)
Sure, you might say that you knew everything that spec ops had to say before, but I don't think it's ever been said in this way, and personally, even though I already was aware of most of the things Spec ops pointed out, I liked watching it talk about it.
And regardless of its purposes for education on storytelling conventions in games, watching a character from one type of story (military/action hero) be dropped into another type of story (psychological horror) is a worthy narrative gimmick in its own right. Even if you think spec ops didn't do that too well ( I think it did fine) I do think it's an idea worth exploring in more games.
Besides that, I really liked Spec-Op's combination of gritty realism and psychological landscape. To those complaining about realism, personally I always thought that the Dubai in the game has fallen into the twilight zone; some sort of pocket dimension whose nature contorts around Walker's damaged psyche(another interpretation is that he's in hell). So the unrealistic stuff (ranging from inaccurate portrayals of military operation to the implausible walls of sand to the fact that the game always has you descending no matter how low you go) is not only excused but actually helps the atmosphere and reinforces the themes. BTW, one possible interpretation the dev team has mentioned is that Walker is dead and the game takes place in his own personal hell.